211 lines
7.7 KiB
C++
211 lines
7.7 KiB
C++
/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/* $Header: /Commando/Code/ww3d2/texfcach.h 3 3/26/01 10:45a Jani_p $ */
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : WW3D *
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* *
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* $Archive:: /Commando/Code/ww3d2/texfcach.h $*
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* *
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* $Author:: Jani_p $*
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* *
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* $Modtime:: 3/23/01 11:15a $*
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* *
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* $Revision:: 3 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef TEXTFCACH_H
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#define TEXTFCACH_H
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#include "always.h"
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#include <assert.h>
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#include <tagblock.h>
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#ifdef WW3D_DX8
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//#include <srTextureIFace.hpp>
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class FileClass;
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//class srColorSurfaceIFace;
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class TextureFileCache
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{
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public:
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TextureFileCache(const char *fileprefix);
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virtual ~TextureFileCache();
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virtual void Reset_File();
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// Find texture in the cache. Returns TRUE if texture found inside of cache.
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int Texture_Exists(const char *fname);
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// Create the initial surface that is based off of the original texture.
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// The surface is not filled in with texels since we don't convert this.
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// This will also set TextureHandle up.
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srColorSurfaceIFace *Load_Original_Texture_Surface(const char *texturename);
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// Given a texture that has been loaded, save it in our file cache.
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bool Save_Texture(const char *texturename, srTextureIFace::MultiRequest& mreq, srColorSurfaceIFace& origsurface);
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// Load texture data from cache into a multirequest structure.
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bool Load_Texture(const char *texturename, srTextureIFace::MultiRequest& mreq);
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//bool TextureFileCache::Load_Texture(const char *texturename, srTextureIFace::MultiRequest& mreq);
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// Check that file is in cache, is not - load and save all mipmap levels
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bool Validate_Texture(const char* texturename);
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// Load a surface from the file cache, null if does not exist.
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srColorSurfaceIFace *Get_Surface(const char *texturename, unsigned int reduce_factor);
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protected:
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struct FileHeader {
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enum {
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// Put in date when format is changed.
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TCF_VERSION = 20000814,
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};
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// Will change whenever a new file version is made.
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int Version;
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};
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// The file format for each texture is as follows:
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// _TextureBlockHeader {...}
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// int MipMap[0].Offset
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// ...
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// int MipMap[_TextureBlockHeader.NumMipMaps - 1].Offset
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// int Offset of end of block to get size of last MipMap.
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// rawdata MipMap[0]
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// ...
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// rawdata MipMap[_TextureBlockHeader.NumMipMaps - 1]
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// End of BLock
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struct TextureBlockHeader
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{
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// Time data stamp of file.
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unsigned long FileTime;
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// Number of mip maps in texture (including first one).
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int NumMipMaps;
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// Dimensions of first mip map level saved. This is normally the same as
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// Source* but can be different when certain texture creation methods are done.
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int LargestWidth;
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int LargestHeight;
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// Dimensions of original surface/art work.
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int SourceWidth;
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int SourceHeight;
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// This is the pixel format used to create the sources original surface.
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srColorSurfaceIFace::PixelFormat SourcePixelFormat;
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// Pixel format that we have saved in.
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srColorSurfaceIFace::PixelFormat PixelFormat;
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TextureBlockHeader():NumMipMaps(-1),SourceWidth(-1),SourceHeight(-1),LargestWidth(-1),LargestHeight(-1) {}
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};
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// Each texture has an offset into the file and it's size when uncompressed.
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struct OffsetTableType
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{
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OffsetTableType() : Offset(0), Size (0) {}
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// Offset of texture in file.
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int Offset;
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// Size (uncompressed) of texture. The size of the compressed texture
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// is caclcuated by Texture_Size() below.
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int Size;
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};
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protected:
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enum {
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MAX_CACHED_SURFACES = srTextureIFace::MAX_LOD,
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};
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// Pointer to the low level file managment. TagBlockFile handles the seperation
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// of the different 'texture files'. This class deals with each seperate 'texture file'.
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TagBlockFile File;
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// Name of last texture loaded so we know if things need to be thrown away or not.
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char *CurrentTexture;
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// Handle for current texture in cache. This is created by Open_Texture_Handle().
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TagBlockHandle *TextureHandle;
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// Header that has been loaded by Open_Texture_Handle().
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TextureBlockHeader Header;
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// The offset table is loaded into memory when the file is opened.
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OffsetTableType *Offsets;
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// Cache pointers to data that has already been loaded for this texture.
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srColorSurface * CachedSurfaces[MAX_CACHED_SURFACES];
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// Number of cached textures we have.
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int NumCachedTextures;
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protected:
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// Buffer to compress into and decompress out of.
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// static char *CompressionBuffer;
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// static char *EOCompressionBuffer;
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// This keeps track of number of instances of the TextureFileCache.
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// This way static variables are only freed when all instances have been deleted.
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// static int Instances;
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// Access to previously cached textures so they do not have to be read off of disk.
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void Add_Cached_Surface(srColorSurface *surface);
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srColorSurface *Find_Cached_Surface(int size);
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srColorSurface *Find_Smallest_Cached_Surface();
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int Texture_Size(int lod) {
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assert(Offsets);
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assert(lod < Header.NumMipMaps);
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return(Offsets[lod].Size);
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}
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int Compressed_Texture_Size(int lod) {
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assert(Offsets);
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assert(lod < Header.NumMipMaps);
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return(Offsets[lod + 1].Offset - Offsets[lod].Offset);
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}
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bool Open_Texture_Handle(const char *texturename);
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void Close_Texture_Handle();
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void Read_Texture(int offsetidx, srColorSurface *surface);
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srColorSurfaceIFace *Create_First_Texture_As_Surface(srColorSurfaceIFace *surftype);
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static char *_Create_File_Name(const char *fileprefix);
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static char *_FileNamePtr;
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};
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#endif //WW3D_DX8
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#endif //TEXTFCACH_H
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